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Warding off the darkness

v1.0.0

by EkinCustomDifficulty:

2
Djinn

"Open Script Tool" pre-loads this script's characters directly on script.bloodontheclocktower.com, the same way it works from other script libraries.

Characters

Townsfolk

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Preacher

    Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

  • Princess

    On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.

Outsider

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Tinker

    You might die at any time.

  • Plague Doctor

    When you die, the Storyteller gains a Minion ability.

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

Minion

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Widow

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.

  • Summoner
    Jinxed with Preacher

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

Demon

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Po

    Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

  • Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

Fabled & Loric

  • Djinn

    Use the Djinn's special rule. All players know what it is.

Night order

First night

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    M
    Minion Info

    If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the Demon. Show THESE ARE YOUR MINIONS token. Point to the other Minions.

  3. 3
    D
    Demon Info

    If there are 7 or more players, wake the Demon. Show the Demon token. Show all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.

  4. 4
    Philosopher

    The Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  5. 5
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  6. 6
    Widow

    Show the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.

  7. 7
    Godfather

    Show each of the Outsider tokens in play.

  8. 8
    Witch

    The Witch points to a player. If that player nominates tomorrow they die immediately.

  9. 9
    Librarian

    Show the character token of an Outsider in play. Point to two players, one of which is that character.

  10. 10
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  11. 11
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  3. 3
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  4. 4
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  5. 5
    Witch

    If there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.

  6. 6
    Imp

    The Imp points to a player. That player dies. If the Imp chose themselves: Replace the character of 1 alive minion with a spare Imp token. Show the 'You are' card, then the Imp token.

  7. 7
    Po

    If the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die

  8. 8
    Vortox

    The Vortox points to a player. That player dies.

  9. 9
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  10. 10
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  11. 11
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  12. 12
    Barber

    If the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.

  13. 13
    Farmer

    If a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.

  14. 14
    Tinker

    The Tinker might die.

  15. 15
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  16. 16
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Shugenja, Princess, Plague Doctor, Summoner, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Summoner
    Jinxed with Preacher
    Summoner & Preacher

    If the living Summoner has no ability, the Storyteller has the Summoner ability.